Files
fs2open.github.com/code/model/modelrender.h
EatThePath c636ea5659 Remove light filtering data (#3737)
Removed useless light_ignore_objnum and affected_objnum lighting data, light_add_point_unique() subsequently removed as well, and cleaned up unused parameters.
2022-04-24 17:12:46 -05:00

326 lines
9.3 KiB
C++

/*
* Copyright (C) Freespace Open 2013. All rights reserved.
*
* All source code herein is the property of Freespace Open. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef _MODELRENDER_H
#define _MODELRENDER_H
#include "graphics/material.h"
#include "lighting/lighting.h"
#include "math/vecmat.h"
#include "model/model.h"
#include "mission/missionparse.h"
#include "graphics/util/UniformBuffer.h"
extern SCP_vector<light> Lights;
extern int Num_lights;
extern bool Rendering_to_shadow_map;
extern matrix Object_matrix;
extern vec3d Object_position;
extern color Wireframe_color;
inline int in_box(vec3d *min, vec3d *max, vec3d *pos, vec3d *view_position)
{
vec3d point;
vm_vec_sub(&point, view_position, pos);
if ( (point.xyz.x >= min->xyz.x) && (point.xyz.x <= max->xyz.x)
&& (point.xyz.y >= min->xyz.y) && (point.xyz.y <= max->xyz.y)
&& (point.xyz.z >= min->xyz.z) && (point.xyz.z <= max->xyz.z) )
{
return 1;
}
return -1;
}
inline int in_sphere(vec3d *pos, float radius, vec3d *view_position)
{
if ( vm_vec_dist(view_position, pos) <= radius )
return 1;
else
return -1;
}
extern int model_interp_get_texture(texture_info *tinfo, fix base_frametime);
class model_render_params
{
uint Model_flags;
uint Debug_flags;
int Objnum;
int Detail_level_locked;
float Depth_scale;
int Warp_bitmap;
float Warp_alpha;
vec3d Warp_scale;
color Color;
float Xparent_alpha;
int Forced_bitmap;
int Insignia_bitmap;
int *Replacement_textures;
bool Manage_replacement_textures; // This is set when we are rendering a model without an associated ship object;
// in that case, model_render_params is responsible for allocating and destroying
// the Replacement_textures array (this is handled elsewhere otherwise)
bool Team_color_set;
team_color Current_team_color;
bool Clip_plane_set;
vec3d Clip_normal;
vec3d Clip_pos;
int Animated_effect;
float Animated_timer;
mst_info Thruster_info;
bool Normal_alpha;
float Normal_alpha_min;
float Normal_alpha_max;
float Outline_thickness = -1.0f;
bool Use_alpha_mult;
float Alpha_mult;
model_render_params(const model_render_params&) = delete;
model_render_params& operator=(const model_render_params&) = delete;
public:
model_render_params();
~model_render_params();
void set_flags(uint flags);
void set_debug_flags(uint flags);
void set_object_number(int num);
void set_detail_level_lock(int detail_level_lock);
void set_depth_scale(float scale);
void set_warp_params(int bitmap, float alpha, vec3d &scale);
void set_color(color &clr);
void set_color(int r, int g, int b);
void set_alpha(float alpha);
void set_forced_bitmap(int bitmap);
void set_insignia_bitmap(int bitmap);
void set_replacement_textures(int *textures);
void set_replacement_textures(int modelnum, SCP_vector<texture_replace>& replacement_textures);
void set_team_color(team_color &clr);
void set_team_color(const SCP_string &team, const SCP_string &secondaryteam, fix timestamp, int fadetime);
void set_clip_plane(vec3d &pos, vec3d &normal);
void set_animated_effect(int effect_num, float timer);
void set_thruster_info(mst_info &info);
void set_normal_alpha(float min, float max);
void set_outline_thickness(float thick);
void set_alpha_mult(float alpha);
bool is_clip_plane_set();
bool is_team_color_set();
bool is_normal_alpha_set();
bool is_alpha_mult_set();
bool uses_thick_outlines();
uint get_model_flags();
uint get_debug_flags();
int get_object_number();
int get_detail_level_lock();
float get_depth_scale();
int get_warp_bitmap();
float get_warp_alpha();
const vec3d& get_warp_scale();
const color& get_color();
float get_alpha();
int get_forced_bitmap();
int get_insignia_bitmap();
const int* get_replacement_textures();
const team_color& get_team_color();
const vec3d& get_clip_plane_pos();
const vec3d& get_clip_plane_normal();
int get_animated_effect_num();
float get_animated_effect_timer();
const mst_info& get_thruster_info();
float get_normal_alpha_min();
float get_normal_alpha_max();
float get_outline_thickness();
float get_alpha_mult();
};
struct arc_effect
{
matrix4 transform;
vec3d v1;
vec3d v2;
color primary;
color secondary;
float width;
};
struct insignia_draw_data
{
matrix4 transform;
polymodel *pm;
int detail_level;
int bitmap_num;
// if there's a clip plane
bool clip;
vec3d clip_normal;
vec3d clip_position;
};
struct queued_buffer_draw
{
size_t transform_buffer_offset = 0;
size_t uniform_buffer_offset = 0;
model_material render_material;
matrix4 transform;
vec3d scale;
indexed_vertex_source *vert_src;
vertex_buffer *buffer;
size_t texi;
int flags;
int sdr_flags;
light_indexing_info lights;
queued_buffer_draw()
{
}
};
struct outline_draw
{
vertex* vert_array;
int n_verts;
matrix4 transform;
color clr;
};
class model_batch_buffer
{
SCP_vector<matrix4> Submodel_matrices;
void* Mem_alloc;
size_t Mem_alloc_size;
size_t Current_offset;
void allocate_memory();
public:
model_batch_buffer() : Mem_alloc(NULL), Mem_alloc_size(0), Current_offset(0) {};
void reset();
size_t get_buffer_offset();
void set_num_models(int n_models);
void set_model_transform(matrix4 &transform, int model_id);
void submit_buffer_data();
void add_matrix(matrix4 &mat);
};
class model_draw_list
{
vec3d Current_scale;
transform_stack Transformations;
scene_lights Scene_light_handler;
light_indexing_info Current_lights_set;
void render_arc(arc_effect &arc);
void render_insignia(insignia_draw_data &insignia_info);
void render_outline(outline_draw &outline_info);
void render_buffer(queued_buffer_draw &render_elements);
SCP_vector<queued_buffer_draw> Render_elements;
SCP_vector<int> Render_keys;
SCP_vector<arc_effect> Arcs;
SCP_vector<insignia_draw_data> Insignias;
SCP_vector<outline_draw> Outlines;
graphics::util::UniformBuffer _dataBuffer;
bool Render_initialized = false; //!< A flag for checking if init_render has been called before a render_all call
static bool sort_draw_pair(model_draw_list* target, const int a, const int b);
void sort_draws();
void build_uniform_buffer();
public:
model_draw_list();
~model_draw_list();
model_draw_list(const model_draw_list&) = delete;
model_draw_list& operator=(const model_draw_list&) = delete;
void init();
void add_submodel_to_batch(int model_num);
void start_model_batch(int n_models);
void add_buffer_draw(model_material *render_material, indexed_vertex_source *vert_src, vertex_buffer *buffer, size_t texi, uint tmap_flags);
vec3d get_view_position();
void push_transform(vec3d* pos, matrix* orient);
void pop_transform();
void set_scale(vec3d *scale = NULL);
void add_arc(vec3d *v1, vec3d *v2, color *primary, color *secondary, float arc_width);
void render_arcs();
void add_insignia(model_render_params *params, polymodel *pm, int detail_level, int bitmap_num);
void render_insignias();
void add_outline(vertex* vert_array, int n_verts, color *clr);
void render_outlines();
void set_light_filter(vec3d *pos, float rad);
void init_render(bool sort = true);
void render_all(gr_zbuffer_type depth_mode = ZBUFFER_TYPE_DEFAULT);
void reset();
};
void model_render_only_glowpoint_lights(model_render_params* interp, int model_num, int model_instance_num, matrix* orient, vec3d* pos);
float model_render_get_point_activation(glow_point_bank* bank, glow_point_bank_override* gpo);
void model_render_glowpoint_add_light(int point_num, vec3d *pos, matrix *orient, glow_point_bank *bank, glow_point_bank_override *gpo, polymodel *pm, polymodel_instance *pmi, ship* shipp);
void model_render_immediate(model_render_params* render_info, int model_num, matrix* orient, vec3d* pos, int render = MODEL_RENDER_ALL, bool sort = true);
void model_render_immediate(model_render_params* render_info, int model_num, int model_instance_num, matrix* orient, vec3d* pos, int render = MODEL_RENDER_ALL, bool sort = true);
void model_render_queue(model_render_params* render_info, model_draw_list* scene, int model_num, matrix* orient, vec3d* pos);
void model_render_queue(model_render_params* render_info, model_draw_list* scene, int model_num, int model_instance_num, matrix* orient, vec3d* pos);
void submodel_render_immediate(model_render_params *render_info, polymodel *pm, polymodel_instance *pmi, int submodel_num, matrix *orient, vec3d * pos);
void submodel_render_queue(model_render_params *render_info, model_draw_list *scene, polymodel *pm, polymodel_instance *pmi, int submodel_num, matrix *orient, vec3d * pos);
void model_render_buffers(model_draw_list* scene, model_material *rendering_material, model_render_params* interp, vertex_buffer *buffer, polymodel *pm, int mn, int detail_level, uint tmap_flags);
fix model_render_determine_base_frametime(int objnum, uint flags);
bool model_render_check_detail_box(vec3d *view_pos, polymodel *pm, int submodel_num, uint flags);
void model_render_arc(vec3d *v1, vec3d *v2, color *primary, color *secondary, float arc_width);
void model_render_insignias(insignia_draw_data *insignia);
void model_render_set_wireframe_color(color* clr);
float model_render_get_diameter_clamped_to_min_pixel_size(const vec3d* pos, float diameter, float min_pixel_size);
void model_render_determine_color(color *clr, float alpha, gr_alpha_blend blend_mode, bool no_texturing, bool desaturate);
gr_alpha_blend model_render_determine_blend_mode(int base_bitmap, bool blending);
#endif